The wheel of time is always spinning and for Chronos, it is no different. Depending on where the wheel is when activating Accelerate, it provides a different benefit to Chronos.
Section I = +20% Magical Lifesteal
Section II = 75% Mana Refund On Abilities
Section III = +20% Magical Power
Section IV = +35% Magical Power Contribution to Basic Attacks
Time Rift
Chronos creates a rift in time, dealing 80/125/170/215/260 (+85% of your magical power) magical damage to all enemies in the area. Cost - 50/55/60/65/70 mana. Cooldown - 5s.
Accelerate
Chronos accelerates himself over time, allowing him to progressively move 10/15/20/25/30% faster for 8 seconds. While active, his attack speed is increased by 20/25/30/35/40% and he is not affected by the attacking movement speed debuff. This ability also stops the Wheel of Time. Cost - 70/75/80/85/90 mana. Cooldown - 15s.
Stop Time
Shooting forward spinning gears of time, any enemies hit by Chronosdd attack are slowed to a stop, taking 30/50/70/90/110 (+40% of your magical power) magical damage on the initial hit and again when they are stunned for 1s. Cost - 65/70/75/80/85 mana. Cooldown - 16/15/14/13/12s.
Rewind
Chronos travels through time to where he was 8 seconds ago, gaining health and mana back to the values of that time. All of his cooldowns are instantly reset as well. Cost - 100 mana. Cooldown - 120/110/100/90/80s.
When Olorun was released his basic attack projectile speed was set to 110, matching Hunters. We are making the same change now to Chronos, Sol, and Freya. This should help their Basic Attacks feel more hunter like and create a consistent playstyle across the roll. Chronos has separately been underperforming, seeing a drop at a variety of skill levels. We wanted to highlight a strength of his, in-lane boxing. Accelerates immediate burst of speed gives Chronos flexibility when it comes to boxing, and with a small buff with become a stronger and more defining strength. Olympians pathnotes.png
Increased basic attack projectile speed from 100 to 110.
Even time is slowing down this patch. Chronos has risen to be a powerful contender this Season, even with some of his core items being adjusted. Accelerate's movement speed makes him difficult to trade favorably against, creating opportunities where he can run you down with little chance of putting himself in danger. By reducing this, in conjunction with the Ring trees speed removal, Chronos players will need to be more tactical lest have their time alive cut short.
Chronos walks the line between Hunter and Mage. Similar Mages with ADC potential have higher base HP than usual mages, usually due to their lack of long range AoE damage.
Chronos fits clearly into this category so his HP is being adjusted to more closely fit with gods like Sol and Freya.
As mentioned in Baron Samedi's changes, Stop Time is seeing a slight rule change as well. Slow To” was a confusing Crowd Control effect. While it had slow in the name, it wasn't mitigated by slow immunity or cleanses, and players with Stun (or Root immunity in Baron's case) felt it was strange to not break the overall effect with those immunities.
Stop Time
Changed Slow to Stun to a new CC term, Ramp to Stun. The ramp up to the stun is considered a stun for all CC immunity purposes and if it is cleansed it will result in the full stun not applying.
Chronos has struggled as a Magical Carry, especially with the changes to Mage Items that have been happening. We are bringing up his Basic Attack Power to a level never before seen by Mages. This will better enable him to box against hunters early and solidify his role as a Basic Attacking Mage.
Increased Basic Attack Power from 35 to 40.
Time Lord
Increased Magical Power per Stack from 3 to 5 (75 to 125 at 50 Minutes).
Chronos has undergone many changes since Season 4 began. Through these changes he has found a solid play style and put up very strong performances.
Now that he is more stable we can look at some of the previous balance adjustments as well as his current kit to bring down his performance to a more reasonable level. Time Rift was too effective once Chronos got some Magical Power online, so we are reducing the scaling.
Accelerate's Section IV made Chronos incredibly potent during extended fights and while destroying structures (which were recently made more difficult for everyone to kill).
We are reverting the previous buff to this Section IV to keep Chronos in line with other strong Basic Attack gods.
Time Rift
Decreased Magical Power scaling from 85% -> 80%.
Accelerate
Decreased Section IV Basic Attack Damage buff from 45% -> 35%.
Chronos' old Passive was entirely an extension of his Accelerate Ability. All of that functionality of the old Passive has now been moved to Accelerate leaving a place for a new Passive.
Time Lord gives Chronos additional Magic Power as the game continues on. Not only does this further solidify his identity as a Late Game God, but the pressures of time will be felt by the enemy team.
New Passive - Time Lord
All parts of "Wheel of Time" have been relocated to the "Accelerate" Ability
Chronos becomes empowered as time flows around him. Every 2 minutes he gains a Stack that increases his Magical Power. Stacks up to 25 times, Stacks are permanent.
Magical Power per Stack: 3
Accelerate
Description changed to include all details of the Wheel of Time.
This Ability still functions exactly the same as it did before 4.13.
Chronos bides his time in most games, waiting for the right combination of items and power to become the late game force he is known for being. We are increasing his ability to get to that stage of the game with some targeted buffs to his Early game.
Stop Time will deal a bit more damage to assist with Wave Clear and early poke. Rewind is also seeing a Cooldown Reduction in the early stages of the game. This increases both his safety in lane but also gives him more opportunities to be a play maker.
Stop Time
Increased Base Damage from 40/60/80/100/120 -> 50/70/90/110/130.
Rewind
Decreased Cooldown from 120/110/100/90/80s -> 100/95/90/85/80s.
The results of Chronos' adjustments in the Season 4 patch prove that he needs some additional changes to reach a good point of balance. With his boxing potential brought down we began exploring other ways to empower his kit regardless of his item build. The first thing we wanted to improve was the way Accelerate feels, so it now provides much more movement speed. Chronos also could use some additional damage in his kit since he needs to make the choice between basic attack builds or pure mage builds. Stop Time has more base damage to help Chronos clear and Wheel of Time now provides better late game scaling on both Basic Attacks and Ability Damage.
Wheel of Time
Increased Magical Power of Section III buff from 20% -> 25%.
Increased Basic Attack Power of Section IV buff from 35% -> 45%.
Accelerate
Increased Movement Speed from 20% initial + 4/8/12/16/20% -> 25% + 12/14/16/18/20%.
Stop Time
Increased damage from 30/50/70/90/110 -> 40/60/80/100/120.
Chronos is the first of 3 gods on this list receiving a significant change. Fatalis effect is a strong boxing tool that most other ranged gods need to itemize into. By getting it for free Chronos, Jing Wei, and Sol had a strong leg up on their lane opponents. We have removed Fatalis effect from Chronos and adjusted his base movement speed and lowered the cooldown on Accelerate to help him still get around and be effective.
Increased Base Movement Speed from 355 -> 360.
Accelerate
No longer provides Immunity to Basic Attack Movement Penalty.
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